Personally I'm not changing stuff (partly because you can't change the
things I would want tot change in Houdini)
For me this is a pretty big commitment. I plan to go full-Houdini, so I
will probably change my Maya and Soft, to work like Houdini, if I change
anything.
It is hard enough to learn Houdini with tutorials from older versions..
I don't need keyboard discrepancies to make this harder than it needs to
be :)
G
On 22/03/2015 05:33, Manuel Huertas Marchena wrote:
I am wondering if any of you guys using houdini would advice against
changing some houdini hotkeys to speed up workflow ?
when I use either xsi or maya, I have a set of keyboard shortcuts
that help me go faster when modeling (without clicking every time on a
menu, hotbox, icon... etc)
I like using hotkeys because for me its faster and I have optimized
my workflow in that manner, so I rarely rely on any button on the
modeling side of things. I know this is counter productive for other
stuff... (like when a td comes to help you and does not understand
your setup... yes admit that is somehow annoying sometimes!). But for
me the pros overcome by far the cons,
at least in my experience. So as I am new to houdini and learning its
polymodeling tools, I can t help but notice that going to click
buttons on the polygon tab is slowing me down.
I do like the "tab" menu, but even that is slower than simply using
hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I
dont mind clicking for anything else, but I do for modeling.
so if any of you has an opinion on this, I ll like to know what you
think ... (as I ll eventually like to learn other parts of
houdini...for.. fx, sims.. I ll like to know if this will have some
considerable impact on productivity, or is it something I can probably
live with, like I do with maya & xsi...
thanks!
-Manu
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------------------------------------------------------------------------
From: moloney.cia...@gmail.com
Date: Thu, 19 Mar 2015 13:44:49 +0000
Subject: Re: Very OT: for the love of your career.. try houdini
To: softimage@listproc.autodesk.com
Network and hardware are fastest I've used. It's just the nature of
the work.
Volume data in my case is not very large, only a few Mb per frame.
But, e.g. to make useful collision fields from complex geometry often
requires a good bit of SOPs pre-processing. I get the impression that
much of SOPs is still not especially multithreaded.
DOPs is also very slow vs solvers of comparable classes (FumeFX,
Exocortex's Bullet, nCloth). But, that's generally OK since you can do
so much, much more with DOPs with a very low chance of things failing
apart as you scale up.
On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez
<jordiba...@gmail.com <mailto:jordiba...@gmail.com>> wrote:
Is this processing time or hardware time? (disks, network, etc..)
Of course saving gigabytes per frame is slow but may be a clever
local SSD sync to the main server could do the job to make the
process faster?
jb
On 19 Mar 2015, at 12:56, Ciaran Moloney
<moloney.cia...@gmail.com <mailto:moloney.cia...@gmail.com>>
wrote:
I'm loving working with Houdini, but sometimes it's just
frustratingly slow. Even with the new VDB tools, converting
and caching everything out as volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder
at the thought of all the time lost to the mysteries of ICE
caching.
On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel
<nagv...@gmail.com <mailto:nagv...@gmail.com>> wrote:
I'm not getting anything out of posting this, except
knowing I might save the life of a fellow artist.
So I spent the last year learning Maya, and got to a point
where I can compete against people straight out of collage.
This got me a bit down, as I'm one of the more experienced
softimage artists here in South Africa.
At the end of 2014 I realized that 3D is no longer fun if
it all has to happen in maya for me.
My brain doesn't work the way maya works.
I'm also not much of a clairvoyant, so predicting what I
have to do now, just in case the director asks for
something in 2 weeks from now, lead to allot of back tracking.
At first I decided to learn Maya over houdini because of
the price tag of Houdini FX.
It also seemed like I would exclude myself from bigger
projects if I was one, of only a few houdini artists around.
Houdini indie, and indie engine has completely nullified
these concerns.
The perceived learning curve of houdini was also a bit of
a concern to me.
I started learning houdini 2 months ago, and I can do more
with it, than I can with Maya after a year.
The first few days in houdini is pretty hard, but the
whole package works as one. Once you get your head around
its fundamentals, doing something new is fun and pretty easy.
This might not be true for everyone here, but some of us
needs a non destructive open work flow.
So if you guys haven't tried it yet, and if you are fed up
with the whole "there is a script for that" mentality...
there is a sop for that
G